Just a random variable modification based on ballistics performance of real weapons...
The firepower was used to determine damage, the projectile velocity to determine the speed(10x m/s).
Weight of the projectiles is based on 10x the weight of the real life equivalent(grams).
Most secondary fires have been disabled(use 4096 units of clip), all original clip sized have been kept or set to 1 to avoid ugly rings, but in keeping with real weapons(e.g. Beretta 98 can hold a 10 round magazine, so the modified pistol also holds the original 10 rounds...)
A list of bases...
Original weapon - Base weapon (type) and projectile information;
-
Melee - None;
Pistol - Beretta 98 (Semi-Automatic handgun), 9x21mm IMI;
Sword - None, Layered steel;
Shotgun - Remington Model 870 (Pump-action shotgun), 12-gauge;
SMG - Uzi (Submachine gun), 9x19mm Parabellum;
Flamer - Type 93 (flamethrower), Gasoline and Tar mixture;
Plasma - Denel Y3 AGL (Automatic grenade launcher), 40x53mm grenade;
Rifle - None, .950 JDJ;
Grenade - M67 (frag 'nade), unfortunately it does not fragment as I am only using the secondary weapon flak of each weapon to ensure all weapons do not rely on other modified weapons, and the 'nades will always use the 'nade model...;
Rocket - RPG-7, 85mm rocket propelled grenade.
Note: The rocket also has a 2 stages, 1st (fired, 250ms fuse) weighs 100au and moves at 900au, can not collide with players or geometry(bounces); 2nd weighs 0au and moves at 1150au, explodes on collision.
The grenade weight is 1/4 of what it should be as they are unusable otherwise...
I do not pretend that these variables are in any way an accurate representation of real life ballistics, it was a 'just for fun' type mess around^_^
I also do not claim that these are in any way balanced variables.
Give suggestions or flak if you feel like it, insult if you want.
Also consider that there is 1 download more than there should be, I tested to see if it was the correct file.